Map structure[edit | edit source]
Maps are composed of hexagonal tiles. In game the length (longest diagonal) of a tile is 12 units. All maps are symmetrical, have the height of 7 tiles and width of 9 tiles in the edges. Available maximum width depends on the map.
Flatland[edit | edit source]
Tiberium[edit | edit source]
Each side of the map has four Tiberium patches. When harvested, it increases the Tiberium income and can be minded for a 100 seconds, after it is depleted, it changes to a flatland. Tiberium fields damage infantry units 5 HP per second.
Location of the Tiberium on the map influences the Harvester safety. Factors that can influence the Harvester safety:
- if Tiberium is close to the spawn point, new units can quickly reach the Harvester to defend it;
- if Tiberium is near the pads, Harvesters are threatened by the units that contest those pads;
- if Tiberium is at the edges of the map, it's easier to defend, because enemy units can't attack Harvesters while at the same time avoiding defending units.
Obstacles[edit | edit source]
Obstacles come in two varieties — lakes and rocks. All long range units can shoot over lakes. Rocks block straight-line ground-to-ground attacks like Sniper team or Giga-cannon. Rocks don't block any ground-to-air or air-to-ground attacks. GDI hovercraft can treat lakes just like flatland.
If the map has a lot of obstacles, it favors flying units.
Silo[edit | edit source]
Missile silo acts as a rock obstacle, except even aircraft can't fly over it. On the minimap it's designated as a missing tile in the middle of the map.
Pads[edit | edit source]
Base[edit | edit source]
Spawn point[edit | edit source]
Tile near the base where the new units appear. Spawn point is not visible in the minimap, but in game is indicated by a damaged flatland tile.
Alphabetical index[edit | edit source]
To view full map image, click on the minimap.